C++ is a statically typed, free-form, multi-paradigm, compiled, general-purpose programming language.

learn more… | top users | synonyms

1
vote
0answers
666 views

Get derived Pawn from collision actor in UE4

I am trying to build a basic RTS unit selection but any time I try to possess the target pawn it crashes. The pawn in the collision is a blueprint derived directly from APawn. Am I casting from the ...
1
vote
0answers
70 views

How to Calculate K-Dops Faster

Ok so I have my general understanding of K-Dops for collision detection. I understand how to calculate them. I also understand the super slow way of recalculating them. Example: I have a simple ...
1
vote
0answers
54 views

Bullet Physics ConvexDecomposition?

I've looked at Bullet Physics ConvexComposition Demo and would like to implement that in my game but the code is so undescriptive and it's hard to understand what is going on. Would any of you people ...
1
vote
0answers
221 views

AddFontMemResourceEx and D3DXCreateFont corruption

I'm trying to load a font from a buffer using AddFontMemResourceEx and then creating a D3D font with D3DXCreateFont. This works fine on every platform except Windows XP, where it causes the wrong ...
1
vote
0answers
224 views

Different way to pass uniforms to seperate draws in glMultiDrawElementsIndirect

Given OpenGL version 4.3 and GLSL 430, what would be the best way to pass a matrix to each model in a draw call to glMultiDrawElementsIndirect? I am thinking of going the way of a TBO and indexing it ...
1
vote
0answers
208 views

Text alignment in OpenGL with FreeType2

I'm trying to implement font rendering and have got into some trouble with glyph metrics. Here's the code where I get the metrics: Glyph gl; gl.width = face->glyph->metrics.width / 64; ...
1
vote
0answers
249 views

Implementing Dead Reckoning in a Winsock server

I'm having a little difficulty understanding how I implement Dead Reckoning in my Server-Client Winsock game. I've been looking on the internet for a decent explanation that explains exactly: When ...
1
vote
0answers
606 views

Cocos2d-x CCFollow Zooming issue

Hi I am currently building a cocos2d-x game which incorporates pinch zoom using CCLayerPanZoom class which can be found here The problem is basically when using CCFollow and zooming and out, it ...
1
vote
0answers
761 views

How do I mix 3D skeletal animations?

I'm trying to create a 3D-model skeletal animation system for C++/Open GL. I would like to be able to mix animations by allowing animations to only affect specific bones. My game has ride-able ...
1
vote
0answers
501 views

Bullet Physics Simulation Running Slow

I'm in the process of converting my game engine from java which used the LWJGL and JBullet to c++. However, when I was implementing Bullet physics my simple simulation of a box dropping from specified ...
1
vote
0answers
267 views

Rotate a point in 3D space with sine and cosine

I got my camera controlled by the mouse. Now I want a sphere to be always in the center of my view(just for testing). I tried that by assigning the sine of the Y rotation of the camera times 10 as the ...
1
vote
0answers
207 views

Box Zoom - Fit to rectangle

I want to box select a section of my screen and then zoom in that selection. So I have four corner points (my rectangle which I can drag with the mouse) in pixel coordinates. I have a perspective ...
1
vote
0answers
1k views

Creating a new GLFW window and re-using the old context causes crash

I am using GLFW 3.0.2 and when I want to switch the application to fullscreen, I create a new window and intend to use the OpenGL context of the old window so I don't have to reload all the meshes, ...
1
vote
0answers
271 views

GLX/X11 Changing the rendering resolution

I have made a simple application that creates a window with an OpenGL 4.2 context and takes user input. I have implemented making the window go fullscreen with XRandR and can change the display ...
1
vote
0answers
396 views

2D Camera transformation sidescroller

i am currently trying to dive into 2D programming with DirectX, especially bulding a tile based sidescroller. I have worked with some chapters from a book (Advanced 2D Game Development) but always ...
1
vote
0answers
247 views

How to correctly synchronize a shared surface?

I am trying to share a direct3d9 surface between two processes. One process (let's call it A) writes to the surface, and the other (B) displays it on screen. Currently, process A does a StretchRect of ...
1
vote
0answers
182 views

OpenSceneGraph, multiple instances of a model

Im working on my first project using OpenSceneGraph. The project is a model flight simulator for one of my university courses, I want to be able to load airplanes (consisting of multiple models) and ...
1
vote
0answers
359 views

Why is my XInput gamepad press stamp not working?

I'm trying to add basic gamepad input to my c++ DirectX game but i'm having some trouble creating a press stamp (registers the press only the first time it's pressed if button held down). The entire ...
1
vote
0answers
187 views

Masking a CCLayer

I have a CCLayer (itemLayer) that has a bunch of CCMenuItemImage (itemButton) objects in it placed vertically in a column. These itemButton objects go way past the bounds of the screen and the ...
1
vote
0answers
169 views

IwGame (Marmalade): Does CIwGameSprite support SVG? How?

I have a small question about Marmalade IwGame engine. Does the CIwGameSprite support SVG (I've read that yes it does) If it does support SVG, how does it handle it, Does it convert that Vector ...
1
vote
0answers
323 views

Sketchy results from ray-plane intersection code

I've set up a demo with simple first-person controls using C++ and OpenGL, and it seems to work reasonably well. My goal is this: when the player looks at a plane and clicks the left mouse button, ...
1
vote
0answers
227 views

Help with Windows RawInput

I am having some trouble to receive and interpret mouse movement data from RawInput. Generally mouse input seems to work, I can query mouse buttons and receive updates of mouse movement. The problem ...
1
vote
0answers
214 views

UDK and Protocol Buffers

Actually two questions: Can I use TCP sockets in UDK to implement my own networking protocol? (I guess TCPLink is an answer) Is there any way I can user Protocol Buffers inside UDK? Or anything like ...
1
vote
0answers
300 views

Full screen shader causes performance hit

I basically want to have a shader run that can do something like toon shading, or grayscale the whole screen, or radial lighting. To do this, I create a new bitmap each time the display resizes that ...
1
vote
0answers
605 views

Algorithm for potential fields

Rather than computing potential fields in a grid and performing a lookup for them, I've decided to query the potential fields at a given point in 3D space by simply querying all the objects in a ...
1
vote
0answers
585 views

Joint constraints in PhysX

I'm trying to use PhysX for my physics engine. I'd like to use spherical joints, but I'm having trouble with the constraints. All of the examples that I've found refer to SDK v2.8. I'd like to ...
0
votes
0answers
11 views

Implementing Browser in Unreal Engine 4.10

I am looking to add some oauth to a game I am working on. I can get the user auth to work in the browser that comes with UE4, however there is not any capability to detect changes to the currently ...
0
votes
0answers
39 views

How to automate testing C/C++ slot games?

Sorry if my question is hella nooby in advance. I'm doing manual testing of slot games on actual virtual lottery terminals. I was wondering how can I automate test scripts? Is that possible at all? ...
0
votes
0answers
46 views

Find which object is clicked on 3d scene

I am using GamePlay3D engine. I have on scene a couple of 3d objects and I want to make them clickable. How to find when I click which Node/Object contains given projection point? I tried with code ...
0
votes
0answers
10 views

Custom Scene Component Do Not Register Children

I have made a class that is derived from USceneComponent which contains 4 references for itself and two UStaticMeshComponents. Simply I am trying to make a tree structure. When I first create actor ...
0
votes
0answers
38 views

A 2D card game using OpenGL

I am creating a 2d card game. I have written the low-level functions, game logic, game algorithms in C++. I now have to create a graphics layer that the player can interact with. This just has to be ...
0
votes
0answers
34 views

How do I draw a tilemap in SFML (C++)?

I've been working with SFML and I've used what I know to try and create a TileMap. However, opening the RenderWindow will only display a black screen and the image I have loaded in the files will not ...
0
votes
0answers
19 views

Failed to understand how to use glm::unProject (OpenGL 4.3)

Situation: I use OpenGL 4.3, FreeGLUT 3.0, and GLM library. Let say i have a simple 2D object (a ball) and it moves accordingly to the simple equations: x = x_0 + v_0 * t * cosf(alpha); y = y_0 + ...
0
votes
0answers
42 views

What is the best way to group lots of squares into one VBO?

I'm making my first game in OpenGL, using procedural generation, and it is a similar concept to Terraria. At the moment, I have one, very small VBO for a square ('block') and an EBO for its vertices. ...
0
votes
0answers
57 views

Cubemap texturing issue D3D11 (C++)

I have a texture problem with the cubemap I'm rendering and can't seem to figure it out. I've generated a cube map with direct x's texture tools and then read it using ...
0
votes
0answers
43 views

Can't display sf::text using custom class, crash

I have my own Text class which uses sf::Text to display text on the screen. First I couldn't get the text to display on the screen, my solution was that I forgot to give the text a font before ...
0
votes
0answers
21 views

Any call to framebuffer methods causes crash. (MinGW)

For a long time, I have been using LWJGL. This library is pure awesomeness, however I was looking into learning the lower level API that was used in C++. I am new to the idea of pointers and other ...
0
votes
0answers
65 views

Entity-Component-System and 2D map with tiles : how to do it?

I have a question : I'm currently programming a roguelike game (with tiles) using the ECS programming paradigm, and I'm struggling with how to implement the map. At first, I made every terrain square ...
0
votes
0answers
32 views

A reference to a Blueprint Game Mode

I am new to Unreal Engine with a very basic knowledge of working with the blueprints and code together. I am having trouble with making a reference of my Blueprint Game Mode in the code. The question ...
0
votes
0answers
24 views

SDL touch input on Android (3D camera rotations)

I have a question regarding rotating a 3D camera on an Android device using SDL for touch inputs. The desired effect should be when the user touches and moves their finger on the screen the camera ...
0
votes
0answers
89 views

Setting Up A Visual Studio 2015 Android C++ Project To Utilise The SFML Library And compile On An Android Device

So in Visual Studio I have installed the cross platform tools to set up a C++ project for Android and iOS such as the Android SDK, NDK and the corresponding USB drivers required to debug the program ...
0
votes
0answers
42 views

Cocos2d background sound not playing a second time C++

I'm using cocos2d-x on windows10 UWP project. I use the SimpleAudioEngine to load the music: CocosDenshion::SimpleAudioEngine::getInstance()->playBackgroundMusic("level_music1.wav",true); On the ...
0
votes
0answers
82 views

OpenGL: Making a Cube Class with Interleaved Color Data?

So, I am trying to make a basic "Drawable" class that handles a lot of the drawing for me in the background and I want to use modern OpenGL (no begin and end statements). I keep just getting a blank ...
0
votes
0answers
36 views

Invalid GLSL on some machines

I'm writing a game engine using OpenGL 4.3 using gcc 5, mainly to teach myself graphics programming. Initial development was on my Surface Pro 3 using mingw-w64 and worked like a charm. I've decided ...
0
votes
0answers
17 views

Box2D revolute joint positioning

I'm trying to auto test some basic assumptions about how bodies tied together with a revolute joint should be positioned: void tst_GameController::physicsJointInitialPosition() { ...
0
votes
0answers
92 views

What is a good way of handling shaders?

I'm currently reading this book and are at the chapter about the rendering subsystem of a game engine. Now, the book suggests that a material is a structure that provides information on how to shade ...
0
votes
0answers
69 views

Translation & Rotation Transform Hierarchy

I've struggled to find a hierarchical transform class in C++ that is similar to that of Unity's (without scaling) that uses quaternions as opposed to matrices. So I figured creating my own wouldn't be ...
0
votes
0answers
43 views

Ogre3d Code:Blocks Linux

I want to create a Ogre3d project at CodeBlocks at Linux. But the tutorial from OgreWiki doesn't show how to do it, it only shows how to compile Ogre3D at Linux. So anybody created project at Linux ...
0
votes
0answers
38 views

My texture is doing weird, either not loaded correctly or not rendered correctly. DirectX11

I'm loading a texture from a file called owl.png. But it renders really weird. Original picture(512 X 512): But it renders like this: It's rendered on a square, that is initialized like this: { ...
0
votes
0answers
87 views

Octree Frustrum Culling

times came when i had to implement some culling into my engine. I started by reading some stuff and so far so good. I managed to create an octree which can effectivly divide my geometry's vertices ...